// The MIT License (MIT)
// 
// Copyright (c) Andrew Armstrong/FacticiusVir 2020
// 
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// 
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// 
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.

// This file was automatically generated and should not be edited directly.

namespace SharpVk
{
    /// <summary>
    /// Bitmask specifying pipeline stages.
    /// </summary>
    [System.Flags]
    public enum PipelineStageFlags
    {
        /// <summary>
        /// 
        /// </summary>
        None = 0, 
        
        /// <summary>
        /// Stage of the pipeline where any commands are initially received by
        /// the queue.
        /// </summary>
        TopOfPipe = 1 << 0, 
        
        /// <summary>
        /// Stage of the pipeline where Draw/DispatchIndirect data structures
        /// are consumed. This stage also includes reading commands written by
        /// flink:vkCmdProcessCommandsNVX.
        /// </summary>
        DrawIndirect = 1 << 1, 
        
        /// <summary>
        /// Stage of the pipeline where vertex and index buffers are consumed.
        /// </summary>
        VertexInput = 1 << 2, 
        
        /// <summary>
        /// Vertex shader stage.
        /// </summary>
        VertexShader = 1 << 3, 
        
        /// <summary>
        /// Tessellation control shader stage.
        /// </summary>
        TessellationControlShader = 1 << 4, 
        
        /// <summary>
        /// Tessellation evaluation shader stage.
        /// </summary>
        TessellationEvaluationShader = 1 << 5, 
        
        /// <summary>
        /// Geometry shader stage.
        /// </summary>
        GeometryShader = 1 << 6, 
        
        /// <summary>
        /// Fragment shader stage.
        /// </summary>
        FragmentShader = 1 << 7, 
        
        /// <summary>
        /// Stage of the pipeline where early fragment tests (depth and stencil
        /// tests before fragment shading) are performed. This stage also
        /// includes subpass load operations for framebuffer attachments with a
        /// depth/stencil format.
        /// </summary>
        EarlyFragmentTests = 1 << 8, 
        
        /// <summary>
        /// Stage of the pipeline where late fragment tests (depth and stencil
        /// tests after fragment shading) are performed. This stage also
        /// includes subpass store operations for framebuffer attachments with
        /// a depth/stencil format.
        /// </summary>
        LateFragmentTests = 1 << 9, 
        
        /// <summary>
        /// Stage of the pipeline after blending where the final color values
        /// are output from the pipeline. This stage also includes subpass load
        /// and store operations and multisample resolve operations for
        /// framebuffer attachments with a color format.
        /// </summary>
        ColorAttachmentOutput = 1 << 10, 
        
        /// <summary>
        /// Execution of a compute shader.
        /// </summary>
        ComputeShader = 1 << 11, 
        
        /// <summary>
        /// Execution of copy commands. This includes the operations resulting
        /// from all copy commands, clear commands (with the exception of
        /// flink:vkCmdClearAttachments), and flink:vkCmdCopyQueryPoolResults.
        /// </summary>
        Transfer = 1 << 12, 
        
        /// <summary>
        /// Final stage in the pipeline where operations generated by all
        /// commands complete execution.
        /// </summary>
        BottomOfPipe = 1 << 13, 
        
        /// <summary>
        /// A pseudo-stage indicating execution on the host of reads/writes of
        /// device memory. This stage is not invoked by any commands recorded
        /// in a command buffer.
        /// </summary>
        Host = 1 << 14, 
        
        /// <summary>
        /// Execution of all graphics pipeline stages. Equivalent to the
        /// logical or of:
        /// </summary>
        AllGraphics = 1 << 15, 
        
        /// <summary>
        /// All stages supported on the queue
        /// </summary>
        AllCommands = 1 << 16, 
        
        /// <summary>
        /// 
        /// </summary>
        Reserved27 = 1 << 27, 
        
        /// <summary>
        /// 
        /// </summary>
        Reserved26 = 1 << 26, 
        
        /// <summary>
        /// 
        /// </summary>
        TransformFeedback = 1 << 24, 
        
        /// <summary>
        /// 
        /// </summary>
        ConditionalRendering = 1 << 18, 
        
        /// <summary>
        /// Stage of the pipeline where device-side generation of commands via
        /// flink:vkCmdProcessCommandsNVX is handled.
        /// </summary>
        CommandProcess = 1 << 17, 
        
        /// <summary>
        /// 
        /// </summary>
        ShadingRateImage = 1 << 22, 
        
        /// <summary>
        /// 
        /// </summary>
        RayTracingShader = 1 << 21, 
        
        /// <summary>
        /// 
        /// </summary>
        AccelerationStructureBuild = 1 << 25, 
        
        /// <summary>
        /// 
        /// </summary>
        TaskShader = 1 << 19, 
        
        /// <summary>
        /// 
        /// </summary>
        MeshShader = 1 << 20, 
        
        /// <summary>
        /// Specifies the stage of the pipeline where the fragment density map
        /// is read to generate the fragment areas.
        /// </summary>
        FragmentDensityProcess = 1 << 23, 
    }
}
